Well whoever is in charge of doing FAQ's and such now deserves a hand. Here is the comprehensive FAQ list for everyone's army. I haven't had any time to get a book or look at any new rules, but figured I would put this up to save everyone some time.

Combined with the fact that most our vehicles are skimmers and get a 5+ Jink save... (Monolith, Ghost Ark, Anni Barge, Surfboard (4+ if it turbo's))

And Surfboards are Chariots (Can assault while embarked)... ALSO, it can use the symbiotic repair ability to negate the loss of a hull-point (save it for the last one, IMO) It might be worthwhile putting Trazyn on a Chariot now, as assaulting that unit of Ork Boyz would be a tasty treat.

You have no idea how awesome it is that we can drop our dudes out of our Nightscythes if it moves 36".... that's redikerous. I'll have to lookup if we can charge too. I might have to get two boxes of Lychguard with Warscythes... that 10 man unit just got hella scary.

No "Fear" buff for flayed ones, that's too bad. Although with a flank march manouver, the big unit can come in the table edge and attempt an assault. Could be good. (would need some co-operation from the dice though)

Nah, I put Lychguard in mine. They have no guns. 36" every single time.

If you can assault out of them though, I might try and figure out how you can get Praetorians or Wraiths in there. (might be too many logistical hurdles, I need to read on if the unit that bought the flyer comes in from reserve too)

mwahahahah. FW just released a FAQ for some of their psykers. now i must buy a Sevrin Loth; he just got more badass:

Magister Sevrin Loth, Chief Librarian of the Red Scorpions (IA9: The Badab War – Part One, p165)Magister Sevrin Loth gains the following special rule, which replaces the Master Psyker rule: Psyker (Mastery level 3).The rules for The Armour of Selket are changed as follows:The Armour of Selket: This is a suit of Artificer armour that incorporates a Psychic Hood. In addition, the wearer can use their own psychic energies to empower the suit’s defences further. At the beginning of his turn, by expending a Warp Charge, Loth’s 2 Armour save becomes a 2 Invulnerable save which lasts until the beginning of Sevrin Loth’s next turn. The Psyker rule is replaced with the following:Loth may either use Smite, Force Dome, Machine Curse, The Avenger, Quickening, Null Zone and Vortex of Doom (see page 57 of the Space Marine Codex ), or,generate six powers from any one of the following Psychic Disciplines: Biomancy, Pyromancy or Telekinesis.